N3OW/events/dlc/tgp/tgp_governor_contract_events.txt
2026-05-23 20:45:31 -04:00

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##########################
# GOVERNOR CONTRACT EVENTS
##########################
namespace = tgp_governor_contract_event
### Jail Inspection
tgp_governor_contract_event.0010 = {
type = character_event
title = tgp_governor_contract_event.0010.t
desc = tgp_governor_contract_event.0010.desc
theme = administrative
left_portrait = {
character = root
animation = pondering
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = jail_inspection
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = jail_inspection_destination
}
}
}
option = {
name = tgp_governor_contract_event.0010.a
custom_tooltip = tgp_governor_contract_event.0010.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:jail_inspection_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0001
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0010.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0001 = {
type = character_event
title = tgp_governor_contract_event.0001.t
desc = tgp_governor_contract_event.0001.desc
theme = administrative
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:sick_prisoner
animation = prisondungeon
}
override_background = {
reference = dungeon
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = jail_inspection
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
trait = pneumonic
trait = murderer
save_scope_as = sick_prisoner
}
}
option = { # Special governor trait option
name = tgp_governor_contract_event.0001.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = renovate_jail
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0001.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = improve_their_conditions
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
ai_honor = 1
}
}
}
option = {
name = tgp_governor_contract_event.0001.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = pardon_some_of_them
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
}
}
option = {
name = tgp_governor_contract_event.0001.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = beat_the_complainers
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = {
name = tgp_governor_contract_event.0001.e
trigger = {
exists = scope:governance_option_e
}
scope:ongoing_contract = {
complete_task_contract = convict_labor
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
after = {
hidden_effect = {
scope:sick_prisoner ?= {
silent_disappearance_effect = yes
}
}
}
}
# Potent Physick
tgp_governor_contract_event.0011 = {
type = character_event
title = tgp_governor_contract_event.0011.t
desc = tgp_governor_contract_event.0011.desc
theme = administrative
left_portrait = {
character = root
animation = pondering
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = potent_physick
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = potent_physick_destination
}
}
}
option = {
name = tgp_governor_contract_event.0011.a
custom_tooltip = tgp_governor_contract_event.0011.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:potent_physick_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0002
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0011.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0002 = {
type = character_event
title = tgp_governor_contract_event.0002.t
desc = tgp_governor_contract_event.0002.desc
theme = administrative
left_portrait = {
character = root
animation = personality_cynical
}
right_portrait = {
character = scope:snake_oil_peddler
animation = personality_greedy
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = potent_physick
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = good_merchant_template
faith = scope:ongoing_destination.faith
culture = scope:ongoing_destination.culture
location = scope:task_contract.task_contract_location
trait = greedy
save_scope_as = snake_oil_peddler
}
save_court_physician_as_effect = { SCOPE_NAME = physician }
}
option = { # Special governor trait option
name = tgp_governor_contract_event.0002.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = emergency_appropriation
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0002.b
trigger = { exists = scope:governance_option_b }
duel = {
skills = { diplomacy intrigue }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0002.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = licensing_issue
}
}
50 = {
desc = tgp_governor_contract_event.0002.b.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_licensing_issue
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
option = {
name = tgp_governor_contract_event.0002.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = begone_quack
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = {
name = tgp_governor_contract_event.0002.d
trigger = {
exists = scope:governance_option_d
}
scope:ongoing_contract = {
complete_task_contract = hire_the_quack
}
if = {
limit = {
exists = scope:physician
}
revoke_court_position = {
recipient = scope:physician
court_position = court_physician_court_position
}
}
add_courtier = scope:snake_oil_peddler
court_position_grant_effect = {
EMPLOYER = root
POS = court_physician
CANDIDATE = scope:snake_oil_peddler
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
}
}
option = {
name = tgp_governor_contract_event.0002.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = down_the_hatch
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
}
}
after = {
scope:snake_oil_peddler ?= {
if = {
limit = {
NOT = { is_courtier_of = root }
}
silent_disappearance_effect = yes
}
}
}
}
# Irregular Accounting
tgp_governor_contract_event.0012 = {
type = character_event
title = tgp_governor_contract_event.0012.t
desc = tgp_governor_contract_event.0012.desc
theme = administrative
left_portrait = {
character = root
animation = pondering
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = irregular_accounting
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = irregular_accounting_destination
}
}
}
option = {
name = tgp_governor_contract_event.0012.a
custom_tooltip = tgp_governor_contract_event.0012.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:irregular_accounting_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0003
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0012.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0003 = {
type = character_event
title = tgp_governor_contract_event.0003.t
desc = tgp_governor_contract_event.0003.desc
theme = administrative
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:dubious_tax_agent
animation = personality_greedy
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = irregular_accounting
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
trait = deceitful
trait = greedy
trait = ambitious
save_scope_as = dubious_tax_agent
}
}
option = { # Special governor trait option
name = tgp_governor_contract_event.0003.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = confiscation_and_incarceration
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0003.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = recruit_embezzler
}
if = {
limit = {
can_recruit_character_to_court_trigger = {
RECRUITER = root
RECRUITEE = scope:dubious_tax_agent
}
scope:dubious_tax_agent ?= {
NOT = { is_courtier_of = root }
}
}
add_courtier = scope:dubious_tax_agent
}
ai_chance = {
base = 100
modifier = {
has_trait = diligent
add = -20
}
}
}
option = {
name = tgp_governor_contract_event.0003.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = cover_up
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
}
}
}
option = {
name = tgp_governor_contract_event.0003.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = into_your_pocket
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
option = {
name = tgp_governor_contract_event.0003.e
trigger = { exists = scope:governance_option_e }
duel = {
skills = { stewardship intrigue }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0003.e.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = continue_the_charade
}
}
50 = {
desc = tgp_governor_contract_event.0003.e.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_continue_the_charade
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1.5
}
}
}
after = {
scope:dubious_tax_agent ?= {
if = {
limit = {
NOT = { is_courtier_of = root }
}
silent_disappearance_effect = yes
}
}
}
}
# SALT SMUGGLERS
tgp_governor_contract_event.0013 = {
type = character_event
title = tgp_governor_contract_event.0013.t
desc = tgp_governor_contract_event.0013.desc
theme = administrative
left_portrait = {
character = root
animation = pondering
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = salt_smugglers
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = salt_smugglers_destination
}
}
}
option = {
name = tgp_governor_contract_event.0013.a
custom_tooltip = tgp_governor_contract_event.0013.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:salt_smugglers_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0004
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0013.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0004 = {
type = character_event
title = tgp_governor_contract_event.0004.t
desc = tgp_governor_contract_event.0004.desc
theme = administrative
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:salt_smuggler
animation = prisonhouse
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = salt_smugglers
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
save_scope_as = salt_smuggler
}
}
option = { # Special governor trait option
name = tgp_governor_contract_event.0004.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = execute_smuggler
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0004.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = cut_a_deal
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
option = {
name = tgp_governor_contract_event.0004.c
trigger = { exists = scope:governance_option_c }
duel = {
skills = { martial intrigue }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0004.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = interrogate_smuggler
}
}
50 = {
desc = tgp_governor_contract_event.0004.c.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_interrogate_smuggler
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = {
name = tgp_governor_contract_event.0004.d
trigger = { exists = scope:governance_option_d }
duel = {
skills = { diplomacy intrigue }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0004.d.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = a_cut_of_the_take
}
}
50 = {
desc = tgp_governor_contract_event.0004.d.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_a_cut_of_the_take
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
ai_honor = -1
}
}
}
option = {
name = tgp_governor_contract_event.0004.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = recruit_smuggler
}
if = {
limit = {
can_recruit_character_to_court_trigger = {
RECRUITER = root
RECRUITEE = scope:salt_smuggler
}
scope:salt_smuggler ?= {
NOT = { is_courtier_of = root }
}
}
add_courtier = scope:salt_smuggler
}
ai_chance = {
base = 100
modifier = {
has_trait = diligent
add = -20
}
}
}
after = {
scope:salt_smuggler ?= {
if = {
limit = {
NOT = { is_courtier_of = root }
}
silent_disappearance_effect = yes
}
}
}
}
# Hoarding Grain
tgp_governor_contract_event.0014 = {
type = character_event
title = tgp_governor_contract_event.0014.t
desc = tgp_governor_contract_event.0014.desc
theme = administrative
left_portrait = {
character = root
animation = pondering
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = hoarding_grain
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = hoarding_grain_destination
}
}
}
option = {
name = tgp_governor_contract_event.0014.a
custom_tooltip = tgp_governor_contract_event.0014.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:hoarding_grain_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0005
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0014.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0005 = {
type = character_event
title = tgp_governor_contract_event.0005.t
desc = tgp_governor_contract_event.0005.desc
theme = administrative
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:grain_hoarding_local_notable
animation = anger
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = hoarding_grain
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
save_scope_as = grain_hoarding_local_notable
}
}
option = { # Special governor trait option
name = tgp_governor_contract_event.0005.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = release_the_grain
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0005.b
trigger = { exists = scope:governance_option_b }
duel = {
skills = { diplomacy }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0005.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = shame_them
}
}
50 = {
desc = tgp_governor_contract_event.0005.b.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_shame_them
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = {
name = tgp_governor_contract_event.0005.c
trigger = { exists = scope:governance_option_c }
duel = {
skills = { diplomacy martial }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0005.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = intimidate_them
}
}
50 = {
desc = tgp_governor_contract_event.0005.c.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_intimidate_them
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = {
name = tgp_governor_contract_event.0005.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = purchase_grain_yourself
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
}
}
option = {
name = tgp_governor_contract_event.0005.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = bribe_with_offices
}
if = {
limit = {
can_recruit_character_to_court_trigger = {
RECRUITER = root
RECRUITEE = scope:grain_hoarding_local_notable
}
scope:grain_hoarding_local_notable ?= {
NOT = { is_courtier_of = root }
}
}
add_courtier = scope:grain_hoarding_local_notable
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
}
}
}
after = {
scope:grain_hoarding_local_notable ?= {
if = {
limit = {
NOT = { is_courtier_of = root }
}
silent_disappearance_effect = yes
}
}
}
}
# Doddering Magistrate
tgp_governor_contract_event.0015 = {
type = character_event
title = tgp_governor_contract_event.0015.t
desc = tgp_governor_contract_event.0015.desc
theme = administrative
left_portrait = {
character = root
animation = pondering
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = doddering_magistrate
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = doddering_magistrate_destination
}
}
}
option = {
name = tgp_governor_contract_event.0015.a
custom_tooltip = tgp_governor_contract_event.0015.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:doddering_magistrate_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0006
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0015.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0006 = {
type = character_event
title = tgp_governor_contract_event.0006.t
desc = tgp_governor_contract_event.0006.desc
theme = administrative
left_portrait = {
character = root
animation = boredom
}
right_portrait = {
character = scope:elderly_magistrate
animation = personality_honorable
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = doddering_magistrate
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
save_scope_as = elderly_magistrate
age = { 80 90 }
trait = stubborn
}
}
option = { # Special governor trait option
name = tgp_governor_contract_event.0006.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = appoint_substitute
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0006.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = force_him_out
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
ai_compassion = -1
}
}
}
option = {
name = tgp_governor_contract_event.0006.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = promote_somewhere_harmless
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = {
name = tgp_governor_contract_event.0006.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = let_him_continue
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
option = {
name = tgp_governor_contract_event.0006.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = demote_him
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
ai_compassion = -1
}
}
}
after = {
scope:elderly_magistrate ?= {
if = {
limit = {
NOT = { is_courtier_of = root }
}
silent_disappearance_effect = yes
}
}
}
}
# Tax Exemption Petition
tgp_governor_contract_event.0007 = {
type = character_event
title = tgp_governor_contract_event.0007.t
desc = tgp_governor_contract_event.0007.desc
theme = administrative
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:village_elder
animation = beg
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = burdensome_taxes
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
save_scope_as = village_elder
age = 70
}
}
option = { # Special governor trait option
name = tgp_governor_contract_event.0007.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
duel = {
skills = { stewardship }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0007.a.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = revise_tax_assessment
}
}
50 = {
desc = tgp_governor_contract_event.0007.a.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_revise_tax_assessment
}
}
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0007.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = waive_their_taxes
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 1
}
}
}
option = {
name = tgp_governor_contract_event.0007.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = pay_it_yourself
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
ai_compassion = 1
}
}
}
option = {
name = tgp_governor_contract_event.0007.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = delayed_taxes
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_compassion = 0.5
ai_rationality = 1
}
}
}
option = {
name = tgp_governor_contract_event.0007.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = imprison_debtors
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
after = {
scope:village_elder ?= {
silent_disappearance_effect = yes
}
}
}
# Unsafe Highways
tgp_governor_contract_event.0008 = {
type = character_event
title = tgp_governor_contract_event.0008.t
desc = tgp_governor_contract_event.0008.desc
theme = administrative
left_portrait = {
character = root
animation = personality_content
}
right_portrait = {
character = scope:fearful_merchant
animation = stress
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = unsafe_highways
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = unsafe_highways_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
save_scope_as = fearful_merchant
trait = craven
trait = greedy
}
}
option = { # Special governor trait option
name = tgp_governor_contract_event.0008.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = merchant_funded_government_escort
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0008.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = send_out_the_patrols
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
option = {
name = tgp_governor_contract_event.0008.c
trigger = { exists = scope:governance_option_c }
duel = {
skills = { diplomacy }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0008.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = talk_them_into_bodyguards
}
}
50 = {
desc = tgp_governor_contract_event.0008.c.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_talk_them_into_bodyguards
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = {
name = tgp_governor_contract_event.0008.d
trigger = { exists = scope:governance_option_d }
duel = {
skills = { diplomacy intrigue }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0008.d.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = threaten_with_sanctions
}
}
50 = {
desc = tgp_governor_contract_event.0008.d.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_threaten_with_sanctions
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = {
name = tgp_governor_contract_event.0008.e
trigger = { exists = scope:governance_option_e }
duel = {
skills = { diplomacy stewardship }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0008.e.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = entice_with_promises
}
}
50 = {
desc = tgp_governor_contract_event.0008.e.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_entice_with_promises
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
ai_compassion = 1
}
}
}
after = {
scope:fearful_merchant ?= {
if = {
limit = {
NOT = { is_courtier_of = root }
}
silent_disappearance_effect = yes
}
}
}
}
# Dam in Disrepair
tgp_governor_contract_event.0009 = {
type = character_event
title = tgp_governor_contract_event.0009.t
desc = tgp_governor_contract_event.0009.desc
theme = administrative
left_portrait = {
character = root
animation = worry
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = dam_in_disrepair
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = dam_in_disrepair_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
}
option = { # Special governor trait option
name = tgp_governor_contract_event.0009.a
trigger = {
has_trait = governor # To show that the trait unlocks the option
exists = scope:governance_option_a
}
scope:ongoing_contract = {
complete_task_contract = conscientious_mobilization
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0009.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = forced_labor
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
ai_compassion = -1
}
}
}
option = {
name = tgp_governor_contract_event.0009.c
trigger = { exists = scope:governance_option_c }
duel = {
skills = { diplomacy intrigue }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0009.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = compel_the_wealthy
}
}
50 = {
desc = tgp_governor_contract_event.0009.c.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_compel_the_wealthy
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = {
name = tgp_governor_contract_event.0009.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = personal_contribution
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
ai_compassion = 1
}
}
}
option = {
name = tgp_governor_contract_event.0009.e
trigger = { exists = scope:governance_option_e }
duel = {
skills = { stewardship diplomacy }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0009.e.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = requisition_state_resources
}
}
50 = {
desc = tgp_governor_contract_event.0009.e.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_requisition_state_resources
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
}
# Lines in the Soil
tgp_governor_contract_event.0020 = {
type = character_event
title = tgp_governor_contract_event.0020.t
desc = tgp_governor_contract_event.0020.desc
theme = administrative
left_portrait = {
character = root
animation = thinking
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = lines_in_the_soil
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = lines_in_the_soil_destination
}
}
}
option = {
name = tgp_governor_contract_event.0020.a
custom_tooltip = tgp_governor_contract_event.0020.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:lines_in_the_soil_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0021
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0020.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0021 = {
type = character_event
title = tgp_governor_contract_event.0021.t
desc = tgp_governor_contract_event.0021.desc
theme = administrative
left_portrait = {
character = scope:quarrelling_landowner_one
animation = anger
}
right_portrait = {
character = scope:quarrelling_landowner_two
animation = rage
}
lower_left_portrait = {
character = root
}
override_background = {
reference = dungeon
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = lines_in_the_soil
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = lines_in_the_soil_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
save_scope_as = quarrelling_landowner_one
trait = greedy
trait = stubborn
}
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
save_scope_as = quarrelling_landowner_two
trait = greedy
trait = stubborn
}
}
option = {
name = tgp_governor_contract_event.0021.a
trigger = {
exists = scope:governance_option_a
has_trait = governor # To show that the trait unlocks the option
}
scope:ongoing_contract = {
complete_task_contract = land_resurvey
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0021.b
trigger = { exists = scope:governance_option_b }
duel = {
skills = { diplomacy }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0021.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = consult_archives
}
}
50 = {
desc = tgp_governor_contract_event.0021.b.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_consult_archives
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = {
name = tgp_governor_contract_event.0021.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = split_the_land
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = {
name = tgp_governor_contract_event.0021.d
trigger = { exists = scope:governance_option_d }
duel = {
skills = { diplomacy }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0021.d.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = purchase_claims
}
}
50 = {
desc = tgp_governor_contract_event.0021.d.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_purchase_claims
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
ai_sociability = 1
}
}
}
option = {
name = tgp_governor_contract_event.0021.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = declare_state_property
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
after = {
hidden_effect = {
scope:quarrelling_landowner_one ?= {
silent_disappearance_effect = yes
}
scope:quarrelling_landowner_two ?= {
silent_disappearance_effect = yes
}
}
}
}
# Fraud in Broad Daylight
tgp_governor_contract_event.0022 = {
type = character_event
title = tgp_governor_contract_event.0022.t
desc = tgp_governor_contract_event.0022.desc
theme = administrative
left_portrait = {
character = root
animation = thinking
}
right_portrait = {
character = scope:reporting_councillor
animation = worry
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = fraud_in_broad_daylight
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = fraud_in_broad_daylight_destination
}
}
random_councillor = {
limit = {
is_available = yes
}
save_scope_as = reporting_councillor
}
}
option = {
name = tgp_governor_contract_event.0022.a
custom_tooltip = tgp_governor_contract_event.0022.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:fraud_in_broad_daylight_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0023
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0022.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0023 = {
type = character_event
title = tgp_governor_contract_event.0023.t
desc = tgp_governor_contract_event.0023.desc
theme = administrative
left_portrait = {
character = root
animation = disapproval
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = fraud_in_broad_daylight
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
}
option = {
name = tgp_governor_contract_event.0023.a
trigger = {
exists = scope:governance_option_a
has_trait = governor # To show that the trait unlocks the option
}
scope:ongoing_contract = {
complete_task_contract = goods_inspection
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0023.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = reward_for_information
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
}
}
option = {
name = tgp_governor_contract_event.0023.c
trigger = { exists = scope:governance_option_b }
duel = {
skills = { intrigue }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0023.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = undercover_clerks
}
}
50 = {
desc = tgp_governor_contract_event.0023.c.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_undercover_clerks
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = {
name = tgp_governor_contract_event.0023.d
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = merchant_association
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
}
}
option = {
name = tgp_governor_contract_event.0023.e
trigger = { exists = scope:governance_option_b }
duel = {
skills = { martial intrigue }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0023.e.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = surprise_raid
}
}
50 = {
desc = tgp_governor_contract_event.0023.e.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_surprise_raid
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
ai_boldness = 1
}
}
}
after = {
hidden_effect = {
scope:merchant_magnate ?= {
silent_disappearance_effect = yes
}
}
}
}
# Crumbling Bridge
tgp_governor_contract_event.0024 = {
type = character_event
title = tgp_governor_contract_event.0024.t
desc = tgp_governor_contract_event.0024.desc
theme = administrative
left_portrait = {
character = root
animation = pondering
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = crumbling_bridge
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = crumbling_bridge_destination
}
}
}
option = {
name = tgp_governor_contract_event.0024.a
custom_tooltip = tgp_governor_contract_event.0024.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:crumbling_bridge_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0025
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0024.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0025 = {
type = character_event
title = tgp_governor_contract_event.0025.t
desc = tgp_governor_contract_event.0025.desc
theme = administrative
left_portrait = {
character = root
animation = disapproval
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = crumbling_bridge
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
}
option = {
name = tgp_governor_contract_event.0025.a
trigger = {
exists = scope:governance_option_a
has_trait = governor # To show that the trait unlocks the option
}
scope:ongoing_contract = {
complete_task_contract = army_assistance
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0025.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = temporary_substitute
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
}
}
option = {
name = tgp_governor_contract_event.0025.c
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = ferry_crossing
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
option = {
name = tgp_governor_contract_event.0025.d
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = slower_replacement
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = {
name = tgp_governor_contract_event.0025.e
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = settle_caravans
}
duel = {
skills = { stewardship learning }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0025.e.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = settle_caravans
}
}
50 = {
desc = tgp_governor_contract_event.0025.e.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_settle_caravans
}
}
}
ai_chance = {
base = 100
}
}
}
# A Confusion of Tongues
tgp_governor_contract_event.0026 = {
type = character_event
title = tgp_governor_contract_event.0026.t
desc = tgp_governor_contract_event.0026.desc
theme = administrative
left_portrait = {
character = root
animation = thinking
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = confusion_of_tongues
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = confusion_of_tongues_destination
}
}
}
option = {
name = tgp_governor_contract_event.0026.a
custom_tooltip = tgp_governor_contract_event.0026.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:confusion_of_tongues_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0027
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0026.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0027 = {
type = character_event
title = tgp_governor_contract_event.0027.t
desc = tgp_governor_contract_event.0027.desc
theme = administrative
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:local_magistrate
animation = thinking
}
lower_right_portrait = {
character = scope:incomprehensible_merchant
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = confusion_of_tongues
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 6 }
random_county_in_region = {
region = world_asia_and_india
limit = {
any_province = {
is_coastal = yes
}
culture = { NOT = { has_cultural_pillar = heritage_chinese } }
}
save_scope_as = merchant_origin_county
}
scope:merchant_origin_county.culture = {
save_scope_as = merchant_origin_county_culture
}
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
save_scope_as = local_magistrate
}
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = scope:merchant_origin_county_culture
faith = scope:merchant_origin_county.faith
save_scope_as = incomprehensible_merchant
}
scope:task_contract = {
set_variable = {
name = foreign_merchant_culture
value = scope:incomprehensible_merchant.culture
}
}
}
option = {
name = tgp_governor_contract_event.0027.a
trigger = {
exists = scope:governance_option_a
has_trait = governor # To show that the trait unlocks the option
}
scope:ongoing_contract = {
complete_task_contract = temporary_housing
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0027.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = search_for_translator
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = {
name = tgp_governor_contract_event.0027.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = confiscate_their_goods
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = -1
ai_boldness = 1
}
}
}
option = {
name = tgp_governor_contract_event.0027.d
trigger = { exists = scope:governance_option_d }
duel = {
skills = { diplomacy }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0027.d.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = communicate_through_gestures
}
}
50 = {
desc = tgp_governor_contract_event.0027.d.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_communicate_through_gestures
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = {
name = tgp_governor_contract_event.0027.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = put_them_under_guard
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = {
name = tgp_governor_contract_event.0027.f
trigger = {
exists = scope:governance_option_f
}
scope:ongoing_contract = {
complete_task_contract = i_know_this_one
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
after = {
hidden_effect = {
scope:incomprehensible_merchant ?= {
silent_disappearance_effect = yes
}
}
}
}
# Seditious Storytelling
tgp_governor_contract_event.0028 = {
type = character_event
title = tgp_governor_contract_event.0028.t
desc = tgp_governor_contract_event.0028.desc
theme = administrative
left_portrait = {
character = root
animation = pondering
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = seditious_storytelling
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = seditious_storytelling_destination
}
}
random_councillor = {
limit = {
is_available = yes
}
save_scope_as = concerned_councillor
}
}
option = {
name = tgp_governor_contract_event.0028.a
custom_tooltip = tgp_governor_contract_event.0028.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:seditious_storytelling_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0029
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0028.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0029 = {
type = character_event
title = tgp_governor_contract_event.0029.t
desc = tgp_governor_contract_event.0029.desc
theme = administrative
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:seditious_storyteller
animation = thinking
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = seditious_storytelling
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
save_scope_as = seditious_storyteller
trait = honest
trait = stubborn
}
}
option = {
name = tgp_governor_contract_event.0029.a
trigger = {
exists = scope:governance_option_a
has_trait = governor # To show that the trait unlocks the option
}
scope:ongoing_contract = {
complete_task_contract = censor_storyteller
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0029.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = arrest_storyteller
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = {
name = tgp_governor_contract_event.0029.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = encourage_rival_storytellers
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -1
}
}
}
option = {
name = tgp_governor_contract_event.0029.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = intimidate_audience
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = {
name = tgp_governor_contract_event.0029.e
trigger = { exists = scope:governance_option_e }
duel = {
skills = { diplomacy intrigue }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0029.e.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = persuade_storyteller
}
}
50 = {
desc = tgp_governor_contract_event.0029.e.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_persuade_storyteller
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
after = {
hidden_effect = {
scope:seditious_storyteller ?= {
silent_disappearance_effect = yes
}
}
}
}
# Quaking in Panic
tgp_governor_contract_event.0030 = {
type = character_event
title = tgp_governor_contract_event.0030.t
desc = tgp_governor_contract_event.0030.desc
theme = administrative
left_portrait = {
character = root
animation = pondering
}
right_portrait = {
character = scope:my_councillor
animation = thinking
}
lower_right_portrait = {
character = scope:alarmed_councillor
animation = worry
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = quaking_in_panic
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = quaking_in_panic_destination
}
}
random_councillor = {
limit = {
is_available = yes
}
save_scope_as = my_councillor
}
random_councillor = {
limit = {
is_available = yes
NOT = { this = scope:my_councillor }
}
save_scope_as = alarmed_councillor
}
}
option = {
name = tgp_governor_contract_event.0030.a
custom_tooltip = tgp_governor_contract_event.0030.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:quaking_in_panic_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0031
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0030.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0031 = {
type = character_event
title = tgp_governor_contract_event.0031.t
desc = tgp_governor_contract_event.0031.desc
theme = administrative
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:panicked_villager
animation = fear
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = quaking_in_panic
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
save_scope_as = panicked_villager
trait = craven
}
}
option = {
name = tgp_governor_contract_event.0031.a
trigger = {
exists = scope:governance_option_a
has_trait = governor # To show that the trait unlocks the option
}
duel = {
skills = { diplomacy }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0031.a.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = convene_public_meeting
}
}
50 = {
desc = tgp_governor_contract_event.0031.a.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_convene_public_meeting
}
}
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0031.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = deploy_guards
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_vengefulness = 1
}
}
}
option = {
name = tgp_governor_contract_event.0031.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = appeal_to_local_leadership
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_sociability = 1
}
}
}
option = {
name = tgp_governor_contract_event.0031.d
trigger = { exists = scope:governance_option_d }
duel = {
skills = { stewardship }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0031.d.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = architectural_inspection
}
}
50 = {
desc = tgp_governor_contract_event.0031.d.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_architectural_inspection
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
option = {
name = tgp_governor_contract_event.0031.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = population_transfer
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
after = {
hidden_effect = {
scope:panicked_villager ?= {
silent_disappearance_effect = yes
}
}
}
}
# Monopoly in the Marketplace
tgp_governor_contract_event.0032 = {
type = character_event
title = tgp_governor_contract_event.0032.t
desc = tgp_governor_contract_event.0032.desc
theme = administrative
left_portrait = {
character = root
animation = pondering
}
right_portrait = {
character = scope:plaintive_merchant
animation = anger
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = monopoly_in_the_marketplace
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = monopoly_in_the_marketplace_destination
}
}
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
save_scope_as = plaintive_merchant
}
}
option = {
name = tgp_governor_contract_event.0032.a
custom_tooltip = tgp_governor_contract_event.0032.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:monopoly_in_the_marketplace_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0033
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0032.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
after = {
hidden_effect = {
scope:plaintive_merchant ?= {
silent_disappearance_effect = yes
}
}
}
}
tgp_governor_contract_event.0033 = {
type = character_event
title = tgp_governor_contract_event.0033.t
desc = tgp_governor_contract_event.0033.desc
theme = administrative
override_background = { reference = market }
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:merchant_magnate
animation = admiration
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = monopoly_in_the_marketplace
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
trait = greedy
trait = deceitful
trait = ambitious
save_scope_as = merchant_magnate
}
}
option = {
name = tgp_governor_contract_event.0033.a
trigger = {
exists = scope:governance_option_a
has_trait = governor # To show that the trait unlocks the option
}
scope:ongoing_contract = {
complete_task_contract = strict_regulations
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0033.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = association_stalls_only
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
}
}
option = {
name = tgp_governor_contract_event.0033.c
trigger = { exists = scope:governance_option_c }
scope:ongoing_contract = {
complete_task_contract = levy_special_tax
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
}
}
}
option = {
name = tgp_governor_contract_event.0033.d
trigger = { exists = scope:governance_option_d }
duel = {
skills = { stewardship intrigue }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0033.d.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = back_competitors
}
}
50 = {
desc = tgp_governor_contract_event.0033.d.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_back_competitors
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = {
name = tgp_governor_contract_event.0033.e
trigger = { exists = scope:governance_option_e }
scope:ongoing_contract = {
complete_task_contract = seize_merchant_goods
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
ai_honor = -1
}
}
}
after = {
hidden_effect = {
scope:merchant_magnate ?= {
silent_disappearance_effect = yes
}
}
}
}
# Contested Inheritance
tgp_governor_contract_event.0034 = {
type = character_event
title = tgp_governor_contract_event.0034.t
desc = tgp_governor_contract_event.0034.desc
theme = administrative
left_portrait = {
character = root
animation = pondering
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = contested_inheritance
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = contested_inheritance_destination
}
}
}
option = {
name = tgp_governor_contract_event.0034.a
custom_tooltip = tgp_governor_contract_event.0034.a_tt
governor_contract_travel_or_progress_effect = {
DESTINATION = scope:contested_inheritance_destination
ARRIVAL_EVENT = tgp_governor_contract_event.0035
}
ai_chance = {
base = 100
}
}
option = {
name = tgp_governor_contract_event.0034.b
scope:ongoing_contract = {
complete_task_contract = failure_standard
}
ai_chance = {
base = 0
modifier = {
add = 100
is_available = no
}
modifier = {
add = 200
has_trait = lazy
NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
}
}
}
}
tgp_governor_contract_event.0035 = {
type = character_event
title = tgp_governor_contract_event.0035.t
desc = tgp_governor_contract_event.0035.desc
theme = administrative
left_portrait = {
character = root
animation = disapproval
}
right_portrait = {
character = scope:quarrelling_heir_one
animation = thinking
}
lower_left_portrait = {
character = scope:quarrelling_heir_two
}
lower_center_portrait = {
character = scope:quarrelling_heir_three
}
lower_right_portrait = {
character = scope:quarrelling_heir_four
}
immediate = {
# Save the contract
random_character_active_contract = {
limit = {
has_task_contract_type = contested_inheritance
}
save_scope_as = ongoing_contract
# Save the location
task_contract_location = {
save_scope_as = ongoing_destination
}
}
generate_governance_outcome_effect = { OPTIONS = 5 }
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
save_scope_as = quarrelling_heir_one
}
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
save_scope_as = quarrelling_heir_two
}
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
save_scope_as = quarrelling_heir_three
}
create_character = {
template = merchant_template
location = scope:task_contract.task_contract_location
location = root.location
culture = root.location.culture
faith = root.location.faith
save_scope_as = quarrelling_heir_four
}
}
option = {
name = tgp_governor_contract_event.0035.a
trigger = {
exists = scope:governance_option_a
has_trait = governor # To show that the trait unlocks the option
}
scope:ongoing_contract = {
complete_task_contract = declare_communal_property
}
ai_chance = {
base = 200
}
}
option = {
name = tgp_governor_contract_event.0035.b
trigger = { exists = scope:governance_option_b }
scope:ongoing_contract = {
complete_task_contract = award_according_to_seniority
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_honor = 1
}
}
}
option = {
name = tgp_governor_contract_event.0035.c
trigger = { exists = scope:governance_option_c }
duel = {
skills = { intrigue stewardship }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0035.c.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = award_to_highest_bidder
}
}
50 = {
desc = tgp_governor_contract_event.0035.c.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_award_to_highest_bidder
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = 1
ai_honor = -1
}
}
}
option = {
name = tgp_governor_contract_event.0035.d
trigger = { exists = scope:governance_option_d }
scope:ongoing_contract = {
complete_task_contract = adhere_to_testament
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_boldness = 1
}
}
}
option = {
name = tgp_governor_contract_event.0035.e
trigger = { exists = scope:governance_option_e }
duel = {
skills = { diplomacy }
value = decent_skill_rating
50 = {
desc = tgp_governor_contract_event.0035.e.success
compare_modifier = {
value = scope:duel_value
multiplier = 3.5
}
scope:ongoing_contract = {
complete_task_contract = persuade_private_settlement
}
}
50 = {
desc = tgp_governor_contract_event.0035.e.failure
compare_modifier = {
value = scope:duel_value
multiplier = -3.5
}
scope:ongoing_contract ?= {
complete_task_contract = failure_persuade_private_settlement
}
}
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 1
}
}
}
after = {
hidden_effect = {
scope:quarrelling_heir_one ?= {
silent_disappearance_effect = yes
}
scope:quarrelling_heir_two ?= {
silent_disappearance_effect = yes
}
scope:quarrelling_heir_three ?= {
silent_disappearance_effect = yes
}
scope:quarrelling_heir_four ?= {
silent_disappearance_effect = yes
}
}
}
}